Fighting Games don’t attract a lot of new blood. The majority of people who buy fighting games will never attend a single tournament for that game, never post about it online, and never interact with the community in any way. This means that the success of a competitive scene is tangential to the success of the game overall.
Fighting games being unpopular compared to other genres of competitive game is a demographic problem. Demographic problems require systemic solutions, not individual solutions. It’s easy to say that the problem is players who don’t have the drive to improve themselves, but a lot of people just bounce off of fighting games, even though they really want to go on an improvement journey. Fighting games can do a lot structure themselves to get these new players on the right track to understanding the game.
Magic the Gathering went through a similar issue early in their game’s lifespan. At first, they catered to pro players, and the game started to slowly die as MTG became more complex and more irrelevant to beginners. MTG ended up revitalizing themselves by decreasing their investment in competitive play, and instead focusing on creating appealing characters that people could connect to, and an easy introductory experience for beginners.
Wizards of the Coast called the non-competitive kitchen table players, “The Invisibles” because they don’t participate in the broader community, yet they make up the majority of the consumers. This is the case for every game or media product. The majority of a game’s fans will never ever participate in an observable way, but they’re the people who are the backbone of your sales, and they’re the people who filter into the competitive scene. Therefore, having an approachable game creates a more healthy and active scene for everyone.
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